US10737182B2 - System and method for managing fantasy sports teams and leagues - Google Patents
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- US10737182B2 US10737182B2 US15/978,188 US201815978188A US10737182B2 US 10737182 B2 US10737182 B2 US 10737182B2 US 201815978188 A US201815978188 A US 201815978188A US 10737182 B2 US10737182 B2 US 10737182B2
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/828—Managing virtual sport teams
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
Definitions
- the present invention relates to fantasy sports and, in particular, to methods, systems, and software for managing fantasy sports leagues, in particular for managing fantasy sports teams, especially during live contests and game play.
- fantasy sports leagues Many millions of people play fantasy sports leagues. In fact, over 30 million people actively play fantasy football alone. Fantasy league players typically participate in leagues organized by friends and co-workers or in leagues set up by various fantasy websites. In fantasy football, leagues are generally limited to 12 teams or less.
- fantasy sports websites allow participants to create a league, join a league or activate their previous league. Many fantasy web sites are free to play, while others charge a premium but provide more data such as statistics, expert analysis, trends, live data, injury reports, etc.
- fantasy football For fantasy football, Yahoo.com currently has the most utilized site followed by ESPN.com and then NFL.com. Revenue for these sites is generated through advertising and player purchased expert advice (e.g., ESPN Insider paywall). Adweek estimates that fantasy football is a billion-dollar business.
- Lempel appears to enable real-time roster changes automated by the system, but only based on game situations.
- U.S. Pat. No. 9,474,960B1 issued to Lundschen, discloses a fantasy sports application for real-time in-game roster changes, based on a “forfeit” period. Lundschen describes this as forfeiting the last stat line for the active player and the first stat line of the inactive player once a requested substitution is submitted and the new player's status changes to active.
- Lundschen also describes a position clock for each player where time is subtracted from each player as a stat feed is received. Because a stat feed for a player is not received for every single play, only on plays the player is involved in, this is a flawed method for calculating game time. A Running Back who is in the game but does not touch the ball for a play will not have a stat feed.
- fantasy sports league which addresses the dilemma and/or a lack of participation during playoffs. Also, what is needed is a system and method for providing notifications to users of when a roster move is required. The present disclosure addresses these and other needs.
- the present invention provides a system, method and software to incorporate the ability to both automatically and manually make changes to rosters in real time, which is useful in the context of league rules and scoring.
- the present invention further comprises a method to allow people to change players from “Active” to “Bench” status during a game by substituting in a new player to take the place of the prior active player.
- the present invention comprises a non-transitory computer-readable medium comprising computer software for using a fantasy sports contest application to provide to a contestant the ability to substitute bench players for active players prior to or during a corresponding live sports game, where the computer software is executed on a plurality of computers, including a user interface, in conjunction with memory, bus elements and network, the computer software comprising: 1) code establishing a player performance stats tracker configured to track stats from each player's game; 2) code providing a game clock reader configured to read a game clock from each player's game; 3) code establishing a database housed on one or more non-transitory computer readable media, wherein the database is configured to store game clock times and player stats, including player active and inactive statuses; 4) code enabling substitution of a bench player for an active player; 5) code tallying points obtained based on the performance stats of each active player; and 6) code providing a real-time player stats projection updates.
- the present invention also comprises a system for a fantasy sports league, comprising: 1) a database storing a plurality of fantasy players; 2) a plurality of user interface devices connected to the database over a network, wherein the user interface is configured to enable a contestant to select a fantasy team of fantasy players and wherein the selections made through the interface on the user interface devices are stored in the database; 3) one or more servers comprising a cloud-based stats provider; 4) a player performance stats tracker configured to track stats from each player's game; 5) a game clock reader configured to read a game clock from each player's game; 6) a database housed on one or more non-transitory computer readable media, wherein the database is configured to store game clock times and player stats, including player active and inactive statuses; 7) a substitution mechanism enabling substitution of a bench player for an active player; 8) a fantasy points tallying mechanism enabling accrual of points obtained based on the performance stats of each active player; and 9) a player stat
- the present invention further comprises a method for a fantasy sports league, comprising: 1) providing a plurality of fantasy players on a database; 2) connecting a plurality of remote user interface devices to the database over a network; 3) receiving input from one of the plurality of user interface devices using an interface to select a fantasy team of fantasy players; 4) storing the selections made through the interface on the user interface devices on the database, comprising one or more non-transitory computer readable media; 5) providing player performance stats from each player's game to a player performance stats tracker; 6) providing a game clock time from each player's game to a player game clock tracker; 7) storing game clock times and player stats, including player active and inactive statuses on the database; 8) tallying fantasy game points obtained based on the performance stats of each active player; 9) providing player stat projection updates in real-time; 10) substituting a bench player for an active player; and 11) notifying, via the fantasy league server, any of the plurality of user interface devices that a change
- FIGS. 1A and 1B depict a first scenario for an automatic player substitution to a backup player.
- FIGS. 2A and 2B depict a second scenario for an automatic player substitution to a backup player.
- FIGS. 3A and 3B depict a first scenario for a manual real-time, in-game player substitution.
- FIGS. 4A and 4B depict a second scenario for a manual real-time, in-game player substitution.
- FIGS. 5A and 5 B depict a third scenario for a manual real-time, in-game player substitution.
- FIGS. 6A and 6B depict a fourth scenario for a manual real-time, in-game player substitution.
- FIGS. 7A and 7B depict a fifth scenario for a manual real-time, in-game player substitution.
- FIGS. 8A and 8B depict a sixth scenario for a manual real-time, in-game player substitution.
- FIGS. 9A and 9B depict a seventh scenario for a manual real-time, in-game player substitution.
- FIG. 10 depicts a system that manages a pass interference situation for fantasy sports game play.
- FIG. 11 depicts a representation of the physical system over which the fantasy sports software system and method is employed.
- the present invention is of a method, system, and computer software embodied on non-transitory computer-readable media for engaging in fantasy sports activities, particularly in managing a league involving multiple players each handling a single team.
- the present invention allows owners to substitute active fantasy players with inactive fantasy (bench) players from their team as the real-world players participate in the real-world games.
- This invention incorporates a substitution mechanism that is viable and equitable for the competitive interests of all the contestant participants.
- the invention is based on the current model of fantasy football (as well as other sports) in which the contestants participate in an online fantasy league.
- the league is created by a commissioner who is also a contestant in the league and acts as a league manager and oversees the league operation.
- the present invention provides a method of playing fantasy football that allows substitutions while the game is in progress.
- ‘Active’ means that a given player has an in-game, active player status on a contestant's roster.
- Out means that a given player has a benched, injured, suspended, or ejected status on a contestant's roster.
- Constestant means a fantasy sports system user who creates a fantasy sports team that competes against other fantasy sports user teams. Typically fantasy sports teams and users are broken up by leagues, and leagues are typically regulated by league organizers or ‘Commissioners’.
- ‘User interface’ means web browsers, native apps or other platforms on a stand-alone client terminal, such as a computer kiosk, tablet, desktop, laptop, smart phone, smart watch, smart TV, or other specialized piece(s) of hardware.
- the present invention preferably comprises several major components, some of which may or may not be included in each of the various embodiments described below: 1) a user interface ( 100 in the respective FIGs.), 2) a game clock, 3) a stats provider ( 140 and 240 in the respective FIGs.), 4) a data store ( 130 and 230 in the respective FIGs.) comprising a non-transitory computer readable media, 5) a performance stat tracking mechanism ( 145 and 245 in the respective FIGs.), 6) a substitution mechanism, comprising a threshold trigger ( 250 in FIG.
- a manual player substitution mechanism ( 330 , 430 , 530 , 560 , 630 , 730 , 830 , and 860 in the respective FIGs.), 7) a performance stat real-time projection update mechanism ( 235 in FIG. 2A ), and a substitute scoring mechanism.
- Statistical feeds include time stamps, and other metadata including location (e.g., stadium or arena), other players involved in a play (e.g., useful for pass interference and other penalty plays, such as offsides), which allow the system to determine points accrued for a fantasy sports contest based on one or more real-world games.
- the commissioner creates the league based upon a set of rules that all contestants have agreed to follow. These rules determine the scoring parameters as well as game play boundaries. The contestants then draft real world players to their team to create a fantasy team. As the real-world players participate in real world games, their performance and stats determine the scores that accrue on behalf of a contestant's fantasy team, in accordance with the league's customized scoring format.
- Contestant's in a league compete against other contestants in the same league in a head to head format which produces a win-loss record that determines participation in “playoffs” at the end of the fantasy regular season.
- the outcome of a fantasy competition is determined based on the accumulated points generated by the performance stats for each team's Active players for that week.
- the statistical data exists to provide compelling new features and is is available through several providers, yet no one has thought to provide these features to advance fantasy sports towards a more real-time game, giving the players the feeling of being a coach and/or general manager in the NFL, or any other sports league.
- the present invention can apply to any fantasy sports game, and covers both Season Long and Daily type fantasy sports play.
- game times are managed by the server in our invention. For example, when a user requests a change, the server logs in GMT the request with the server time and also the time of the game in question. This information is used in combination with the real-time data feeds which are also time stamped.
- our method does not require any forfeit period, enabling substitutions to take immediate effect and giving a more realistic, real-time control over the game dynamics.
- Our method uses a combination of the game clock, the stats feeds for the game as a whole, as well as stat feeds for a player, to determine actual game time.
- our system enables substitutions for both defensive and offensive players, as well as for defense and offense special teams.
- a player status can automatically change to “Out” for two primary reasons, including penalty and injury.
- stats will immediately begin to tally for Player B upon Player A's status change. This is true for both cases where Player A's status changes prior to Player A's game and also for cases where Player A's status changes during Player A's game.
- stats will only tally for Player B until Player B's game concludes or until Player B has played sufficient time that Player B's time plus Player A's time equals a full game's worth of time played. If Player A's status changes prior to the start of both Player A's game and Player B's game, then Player B may play and collect stats for a full game.
- a second backup player on contestant's roster, Player C may be allowed to play and collect or tally stats on behalf of contestant. If the league in question has no restrictions on the number of substitutions that can be made, this sequence can happen repeatedly for any number of players until a contestant has accumulated a full game's worth of stats for the player position in question.
- Player A's game is scheduled for Monday and Player B's game is scheduled for the immediate preceding Sunday, and player A injures himself at a barbeque on Saturday and the news hits the following day, Sunday, that Player A is “out”, either during or before Player B's scheduled game, then Player B will be immediately tapped to tally stats for contestant.
- a first step 110 enabled by the software and method of the system is the selection of a first active player, Player A.
- a second step 120 enabled by the software and system is to select a backup player, Player B.
- These selections are stored in a data store 130 , comprising a non-transitory computer readable media.
- a stats provider 140 residing in the cloud, transfers stats for Player A (and other players, e.g., Player B, Player C, etc.) to the data store 130 , via the internet (or other communications network, such as a cellular network, direct Wifi network, or direct LTE network).
- the stats provider 140 also registers changes in player status (i.e., Active or Out) with the data store 130 . For instance, in a third step 145 of the software and system, the stats provider registers the change in Player A's status to Out with the data store 130 .
- the software and system conduct a fourth step 150 to check whether Player A's status is still Active on the contestant's roster. If the answer to this question is no, the software and system take a fifth step 160 and make no player change. But, if the answer to this question of the fourth step 150 is yes, then the software and system will take a sixth step 170 , to change the status of Player B to Active, and a seventh step 180 , to notify the user or contestant of the player change, via the user interface 100 . If Player A is still Active in the contestant's roster, the system will swap them out to player B, but, if Player A is already inactive in the contestant's roster the system does not need to make a change.
- FIG. 1B depicts a timeline for stats accumulation by Player B in the example detailed in FIG. 1A .
- Player B happens to be in-game when Player A's status is changed to Out, then Player B's status will be changed to Active and stats for Player B will immediately begin to accumulate.
- League rules may also allow for all of Player B's stats from Player B's entire game to be counted for the contestant in question, since the contestant did not anticipate that Player A would become inactive or switched to Out status.
- a contestant may set performance thresholds or criteria, enabling the system to automatically monitor the player's performance and to trigger an in-game substitution to a backup player, if the performance thresholds are not met.
- a contestant may set a substitution trigger based on maximum number of interceptions, e.g., for a quarterback or a receiver position, and if the threshold number of interceptions is met for the player in question, Player A, that event triggers the in-game substitution to replace Player A with backup Player B.
- the contestant may set a minimum number of rushing yards to be acquired by a running back within a specified duration, e.g., first quarter, first half, etc., and if the player in question, Player A, does not meet the threshold number of yards within the required timeframe that event will trigger the in-game substitution to replace Player A with backup Player B.
- a specified duration e.g., first quarter, first half, etc.
- the threshold could be a number of strikeouts for baseball, a number of missed shots for basketball, hockey or soccer, a number of pit stops for racing, etc.
- the contestant has set thresholds in the system to automatically monitor a player's performance, and at 23:12 in Player A's game his performance drops below the set threshold.
- the system then immediately makes a player substitution to the designated backup player, Player B.
- the system also sends a notification to the contestant that the player substitution has been made.
- Examples of specific thresholds include an in-game projection that Player A will fail to meet 80% of target projected stats for the game; Player A's in-game stat projections are less than ( ⁇ ) 95% of Player B's in-game stat projections; and Player A game time is greater than or equal ( ⁇ ) to 10:00 and Player A receptions are less than ( ⁇ ) 2.
- a first step 210 enabled by the software and method of the system is the selection of a first active player, Player A.
- a second step 220 enabled by the software and system is to select a backup player, Player B.
- a third step 225 enables the contestant to set thresholds for players' stats or other performance parameters, e.g., yards rushing, yards receiving, passes completed, receptions caught, passes blocked, sacks made, ratio of time played on the field to elapsed game time, etc. These selections are all stored in a data store 230 , comprising a non-transitory computer readable media.
- a stats provider 240 residing in the cloud, transfers stats for Player A (and other players, e.g., Player B, Player C, etc.) to the data store 230 , via the internet (or other communications network, such as a cellular network, direct Wifi network, or direct LTE network).
- the stats provider 240 also registers changes in players status with the data store 230 . For instance, in a third step 245 of the software and system, the stats provider registers players real time stats with the data store 230 .
- the data store 230 is continuously provided with real time stats (performance parameter) projection updates 235 , as available.
- the player real time stats 245 and the real time (stat) projection updates 235 are used to determine whether a threshold has been trigged in the fourth step 250 .
- the software and system conduct a fourth step 250 to check whether the performance thresholds selected for Player A by the contestant have been triggered. If the answer to this question is no—i.e., no thresholds have been triggered, then the software and system take a fifth step 260 and make no player change. But, if the answer to this question is yes—i.e., one or more thresholds has been triggered for Player A, then the software and system take a sixth step 270 , to change the status of Player B to Active, and a seventh step 280 , to notify the user or contestant of the player change, via the user interface 100 .
- FIG. 2B depicts a timeline for stats accumulation by Player A and Player B in the example detailed in FIG. 2A .
- Active status and stats for Player B may be deferred until Player B's game clock reaches the time on Player A's game clock plus one second (1 s) from the time that one or more of Player A's thresholds were triggered (i.e., 23:13), or, alternatively, Player B's status may be changed to Active and stats for Player B may begin to accumulate immediately if Player B happens to be in-game when Player A's status is changed to Out or as soon as Player B's game starts if Player B's game has not started at the time Player A's status is changed to Out.
- Player B's stats will only be accrued for contestant while Player B's status is Active, for a total time of game play equal to a full game, unless Player B happens to be in Active status when Player B's game goes into overtime, in which case, Player B's overtime stats may accrue for contestant, if league rules allow.
- FIGS. 3A and 3B depict a user/contestant request to change players when the game of the active player, Player A, has played 5:03 of game time.
- Player B's game has only played 2:48 of game time. So, Player A's stats will stop tallying as soon as the change is submitted, and stats for Player B will only tally until a full game's worth of time has been played.
- the system may not begin tallying Player B's stats until Player B's game clock counts to 5:04. This ensures that stats counted for Player B and Player A do not do derive from more than a full game's worth of time.
- the contestant may select to have Player B's stats to begin tallying immediately upon submission of the substitution request, in which case, Player B's stats would tally only until there is 2:16 left in game time, at which point a full game's worth of time has been played between the time played by Player A and Player B.
- a first step 310 enabled by the software and method of the system is the commencement or start of a first game including the Active player on contestant's roster, Player A.
- a second step 320 enabled by the software and system is the commencement or start of a second game including an inactive player on contestant's roster, Player B.
- a third step 330 enables the contestant to request a player substitution or a change in the “Active” player, from Player A to Player B.
- Blocks 340 and 350 show that stats accrued for Player A and Player B tally over a full game's worth of time.
- FIG. 3B depicts a timeline for stats accumulation by Player A and Player B in the example detailed in FIG. 3A .
- the player substitution is requested at 5:03 on Player A's game clock, with 54:57 in time remaining.
- Player B's game clock reads 2:48.
- Active status and stats for Player B may be deferred and not begin accruing for contestant until Player B's game clock reaches the time of Player A's game clock at which the substitution was requested, plus one second (1 s), i.e., 5:04.
- this alternative method of stats accrual for contestant may be less desirable since it would preclude the opportunity to receive the benefit of overtime play, if Player B's game happens to go into overtime, as overtime would occur after a full game's worth of time had been played by both Player A and Player B and Player B's status had been switched to “Out”.
- FIGS. 4A and 4B depict a user request to change players when the game of the active player, Player A, has played 5:03 of game time.
- Player B's game has played 7:23 of game time. So, while the change is requested at 5:03 of Player A's game time, a system default may be that stats will tally for Player A until Player A reaches 7:23 of game time.
- Player B's stats will start to tally immediately, as soon as the change is submitted, until the end of Player B's game or until the contestant requests another substitution.
- a first step 410 enabled by the software and method of the system is the commencement or start of a first game including the Active player on contestant's roster, Player A.
- a second step 420 enabled by the software and system is the commencement or start of a second game including an inactive player on contestant's roster, Player B.
- a third step 430 enables the contestant to request a player substitution or a change in the “Active” player, from Player A to Player B.
- FIG. 4B depicts a timeline for stats accumulation by Player A and Player B in the example detailed in FIG. 4A .
- the player substitution is requested at 5:03 on Player A's game clock, with 54:57 in time remaining.
- Player B's game clock reads 7:23.
- FIGS. 5A and 5B depict a request to change players (i.e., make a player substitution) when the game of the active player, Player A, has played 5:03 of game time and Player B's game has only played 2:48 of game time. This is the same situation as depicted in FIGS. 3A and 3B , except that the contestant requests an additional substitution from Player B to Player C at time 33:28 of Player B's game.
- Stats will stop counting for Player B at 33:28, but, since Player C's game has not yet started, the system default is to not count Player C's stats until Player C's game begins and reaches 33:29 of game time.
- contestant may select to have Player C's stats to begin tallying immediately upon the start of Player C's game, in which case, Player C's stats would tally only until there is 33:29 left on the game clock, at which point a full game's worth of time has been played between the time played by Player A, Player B, and Player C.
- the subsequent request to substitute a replacement for Player B at Player B game clock time of 33:28 would mean that a total of 35:43 in game time ([Player A] 5:03+[Player B] 30:40 (33:28 ⁇ 2:48)) had been played.
- Player C's stats would tally only until there is 35:43 left on the game clock (24:17 played on the game clock), at which point a full game's worth of time has been played between the time played by Player A, Player B, and Player C.
- overtime stats are counted for a player only if that player is an active player when the game goes into overtime.
- a first step 510 enabled by the software and method of the system is the commencement or start of a first game including the Active player on contestant's roster, Player A.
- a second step 520 enabled by the software and system is the commencement or start of a second game including an inactive player on contestant's roster, Player B.
- a third step 530 enables the contestant to request a player substitution or a change in the “Active” player, from Player A to Player B.
- a fourth step 560 enables the contestant to request another player substitution, from Player B to Player C, in this case at 33:28 on Player B's game clock.
- Blocks 540 and 545 show that stats accrued for Player A and Player B tally over a period of 33:28 in elapsed game time, at the time the player substitution is requested.
- a fifth step 550 enabled by the software and system is the start of a third game including Player C.
- Blocks 570 , 580 and 590 demonstrate the game play time for each player, Player A, Player B and Player C, tallies to a full game's worth of time played.
- FIG. 5B depicts a timeline for stats accumulation by Player A and Player B in the example detailed in FIG. 5A .
- the player substitution is requested at 5:03 on Player A's game clock, with 54:57 in time remaining.
- Player B's game clock reads 2:48.
- Stats begin accruing for Player B on behalf of contestant when Player B's clock reads 5:04, and then contestant makes a second substitution request, to Player C, at 33:28 on Player B's game clock, when Player C's game has not yet started.
- Player C's game has not yet started. Therefore, by default, Active status and stats for Player C may be deferred until Player C's game clock reaches the time on Player B's game clock at which the substitution was requested plus one second (1 s), i.e., 33:29.
- Player C's status may be changed to Active and stats for Player C may begin to accumulate immediately as soon as Player C's game starts and until 36:32 (i.e., until the game clock has only 33:28 left to play).
- this alternative method of stats accrual for contestant may be less desirable since it would preclude the opportunity to receive the benefit of overtime play, if Player C's game happens to go into overtime, as overtime would occur after a full game's worth of time had been played by all players, Player A, Player B, and Player C, with Player C's status having already been switched to “Out”.
- FIGS. 6A and 6B depict a request to change players when the game of the active player, Player A, has played 5:03 of game time. When the change is requested, Player B's game has already completed. In this example, as with all options each league commissioner can select how to apply the feature.
- a first step 610 enabled by the software and method of the system is the commencement or start of a first game including the Active player on contestant's roster, Player A.
- a second step 620 enabled by the software and system is the commencement or start of a second game including an inactive player on contestant's roster, Player B.
- a third step 630 enables the contestant to request a player substitution or a change in the “Active” player, from Player A to Player B.
- the software and system conduct a fourth step 660 to check whether the substitution request change is allowed.
- step 670 the software and system take a fifth step 670 to deliver an error message indicating that the change is not allowed, no player substitution is made, and block 680 depicts the stats accrued by Player A over a full game's worth of time.
- Blocks 640 and 650 show that stats accrued for Player A and Player B tally over a full game's worth of time.
- FIG. 6B depicts a timeline for stats accumulation by Player A and Player B in the example detailed in FIG. 6A .
- the player substitution is requested at 5:03 on Player A's game clock, with 54:57 in time remaining.
- Player B tally's stats for the remaining 54:57 in time.
- FIGS. 7A and 7B depict a request to change players when the game of the active player, Player A, has played 5:03 of game time.
- Player B's game has only played 2:48 of game time. So while stats for Player A will stop when the change is submitted, stats for Player B will not begin counting until the game reaches 5:04.
- a first step 710 enabled by the software and method of the system is the commencement or start of a first game including the Active player on contestant's roster, Player A.
- a second step 720 enabled by the software and system is the commencement or start of a second game including an inactive player on contestant's roster, Player B.
- a third step 730 enables the contestant to request a player substitution or a change in the “Active” player, from Player A to Player B.
- FIG. 7B depicts a timeline for stats accumulation by Player A and Player B in the example detailed in FIG. 7A .
- the player substitution is requested at 5:03 on Player A's game clock as shown in block 740 , with 54:57 in time remaining.
- Player B's game clock reads 2:48.
- Player B's stats are deferred for 2:15, until Player B's game clock reads 5:04, at which point stats begin to tally for Player B on behalf of contestant for 54:57, as shown in block 750 . Since Player B is “Active” status when Player B's game goes into overtime, contestant gets to tally Player B's stats during the overtime period, as shown in block 760 .
- FIGS. 8A and 8B depict a request to change players when the game of the active player, Player A, has played 5:03 of game time.
- Player B's game has only played 2:48 of game time. So, while stats for Player A will stop when the change is submitted, stats for Player B will not begin counting until the game reaches 5:04. This provides a total of 60:00 of game time. After Player B's game has ended, the user attempts to request a player change to a Player C whose game is in overtime.
- a first step 810 enabled by the software and method of the system is the commencement or start of a first game including the Active player on contestant's roster, Player A.
- a second step 820 enabled by the software and system is the commencement or start of a second game including an inactive player on contestant's roster, Player B.
- a third step 830 enables the contestant to request a player substitution or a change in the “Active” player, from Player A to Player B.
- the player substitution is requested at 5:03 on Player A's game clock, with 54:57 in time remaining.
- Player B's game clock reads 2:48.
- Player B's stats are deferred for 2:15, until Player B's game clock reads 5:04, at which point stats begin to tally for Player B on behalf of contestant for 54:57, as shown in block 845 .
- Blocks 840 and 845 show that stats accrued for Player A and Player B tally over a full game's worth of time, at the time the second player substitution is requested.
- a fourth step 860 enables the contestant to request another player substitution, from Player B to Player C, in this case after Player B's game clock has expired (i.e., Player B's game has ended).
- a fifth step 850 enabled by the software and system is the start of a third game including Player C.
- the software and system conduct a sixth step 865 , to check whether the substitution request change is allowed. If the answer to this question is no—i.e., the change is not allowed, then the software and system take a fifth step 855 to deliver an error message indicating that the change is not allowed, no player substitution is made, and blocks 875 and 885 depict the stats accrued by Player A and Player B over a full game's worth of time.
- Blocks 870 , 880 and 890 demonstrate the game play time for each player, Player A, Player B and Player C, tallies to a full game's worth of time, plus overtime played by Player C.
- FIG. 8B depicts a timeline for stats accumulation by Player A, Player B and Player C in the example detailed in FIG. 8A .
- the player substitution is requested at 5:03 on Player A's game clock, with 54:57 in time remaining.
- Player B's game clock reads 2:48.
- Stats begin accruing for Player B on behalf of contestant when Player B's clock reads 5:04, and then contestant makes a second substitution request, to Player C, after Player B's game clock has expired, when Player C's game has not yet started.
- the software and system is configured to query whether such a change is allowed in accordance with league rules.
- Substitution Scenario 7 Player Automatically Benched on Max Game Time Trigger
- FIGS. 9A and 9B depict a request to bench an active player, without making another player active, for some period of time. From the time Player A is benched until the time the contestant makes Player B active, there are no stats or points accumulating on behalf of the user. In this example, only one player is active at a time; however, alternatively it is possible to have multiple players active for the same position.
- a league may choose to limit the amount of game time for a position. For example, to allow unlimited player changes, but prevent a contestant from switching between 3 different kickers through a game and generating the equivalent of 3 kickers worth of game statistics, or from constantly switching to a defense that is on the field to generate excess points, a league may choose to limit the amount of time for a position to less than 60 minutes.
- a first step 910 includes setting Player A to Active status prior to the start of Player A's game.
- a second step 920 has Player A benched at 5:03 on Player A's game clock.
- the block 930 represents Player A's stats tallied over the 5:03 in time elapsed while contestant had Player A in Active status.
- a third step 940 has contestant setting Player B to Active status at 32:49 on Player B's game clock.
- a fourth step 950 contestant benches Player B at 55:00 on Player B's game clock.
- Block 960 represents Player B's stats tallied over the 22:11 in time elapsed while contestant had Player B in Active status.
- a fifth step 970 includes contestant setting Player C to Active status at the start of Player C's game.
- Player C is benched by the software and system at 32:46, when the maximum game time threshold 980 is triggered.
- Block 990 represents Player C's stats tallied over the 32:46 in time elapsed while contestant had Player C in Active status.
- FIG. 9B depicts a timeline for stats accumulation by Player A, Player B and Player C in the example detailed in FIG. 9A .
- FIG. 10 depicts an embodiment that utilizes data on penalties for pass interference that are contained within the statistics provided by various stat providers. This data contains not only the player who the penalty is called upon, but also the passer and receiver who were impacted. If the league commissioner chooses to enable this feature, the data will be captured and added to the statistics for both the Quarterback and Receiver who were impacted. Once the passing and receiving yards are captured, scoring for these yards can be applied based on each league's scoring settings.
- the software and system provide yardage and reception points to quarterbacks and receivers when there is a pass interference penalty. This is a spot foul in the NFL and the actual team is getting benefit for the penalty, so the players affected in fantasy could be awarded the yardage as well.
- the stats provider 1010 sends the data to the data store 1020 , a non-transitory computer readable media.
- the Pass interference data 1040 is pulled from the data store 1020 .
- Pass interference settings 1030 are used to filter the pass interference data 1040 , into passing player statistics 1050 and receiving player statistics 1060 .
- each league commissioner can choose which rules to use in their league.
- Points for Pass Interference involves taking the penalty information that is obtained in real time, identifying the Passer and Receiver involved, identifying the yards awarded in the penalty, and applying points to each player based on the yards awarded. So, if the QB throws a 20-yard pass to his WR and Pass Interference is called, we are able to give both the QB and WR points for the 20-yard pass.
- the present invention enables the integration of actual salaries and a salary cap based on the actual Leagues salary cap rules, including dead cap.
- the system will maintain all players' salary data and League salary cap information. It will suggest a cap based on comparing the roster size to an actual team roster.
- the league chooses a standard draft the player value will match their salary, however, in an auction draft, a player will have a recommended minimum salary of 90% of their actual salary, however, this percentage can be modified by each league's commissioner. People will then be able to bid for the player with increasing salaries.
- Dead Cap is the amount of guaranteed money a team is responsible for after a trade. So, if a player is guaranteed $2 M in the current year and $2 M in the following year, if the player is traded the team would still have $2 M count towards this year's cap and $2 M count towards next year's cap.
- the present invention is also configured to enable dynasty league Dead Cap. So, in a dynasty league that is using salary caps, the $2 M that would count towards next years' salary cap will be tracked in the system and counted against that team in the following year even though the player is no longer on their roster.
- the present invention also takes into account guaranteed contracts, where the team is on the hook for a player's full salary amount, regardless of whether the player is actually able to play or not. For motor sports, every contestant can get any racer, but for league play of team sports only one contestant can have any given player at one time.
- the apparatus will include a general or specific purpose computer or distributed system programmed with computer software implementing the steps described above, which computer software may be in any appropriate computer language, including C++, FORTRAN, BASIC, Java, assembly language, microcode, distributed programming languages, etc.
- the apparatus may also include a plurality of such computers/distributed systems (e.g., connected over the Internet and/or one or more intranets) in a variety of hardware implementations.
- data processing can be performed by an appropriately programmed microprocessor, computing cloud, Application Specific Integrated Circuit (ASIC), Field Programmable Gate Array (FPGA), or the like, in conjunction with appropriate memory, network, and bus elements.
- ASIC Application Specific Integrated Circuit
- FPGA Field Programmable Gate Array
- All computer software disclosed herein may be embodied on any non-transitory computer-readable medium (including combinations of mediums), including without limitation CD-ROMs, DVD-ROMs, hard drives (local or network storage device), USB keys, other removable drives, ROM, and firmware.
- the above embodiments for a fantasy league system can be implemented on a computer system that is accessible via a website over the Internet.
- the fantasy league website can be stored on a server 1100 , which may include one or more processors and memory devices.
- Data obtained from contestants, such as identifying information, true team, and fantasy roster information may be stored on a database 1102 that is in communication with the server 1100 .
- Information concerning the league may be stored on the database 1102 or any memory associated with the server 1100 .
- Any non-transitory computer readable medium may be used and associated with the server to store information concerning a plurality of fantasy players from base teams of a base league, and all related information concerning the fantasy player and their performance.
- a back-end computer 1104 may also be in communication with the server 1100 to access and edit information stored on the server and/or database.
- the server or the back-end computer may be used to edit the pages of the website, such as updating professional team rosters, setting fantasy league rules, setting point values and true points, setting available prizes, and the like.
- the server 1100 or the back-end computer 1104 may analyze and send reminder to contestants based on contestant rosters.
- the server or back-end computer 1104 may send a notification to a contestant that his roster needs to be revised for a certain week or game because a selected player is playing against the contestant's true team. Notification may also be sent out if the contestant's roster needs to be revised because a currently selected player has a bye week or is otherwise into playing in the upcoming game. Other notifications, such as automatic changes made to a roster by the server 1100 or back-end computer 1104 , may also be sent to contestants.
- Notifications may be sent out via the server or back-end computer in the form of an email to a contestant's email address that is stored on the database 1102 and associated with the contestant.
- the notifications sent out by the server or back-end computer may be a text message to the contestant's cell number or even a prerecorded (or live) phone call to the contestant's phone number stored in the database.
- Having a system that sends notifications to contestants as a reminder to adjust roster on a fantasy team helps to solve the problem of contestants forgetting to set a lineup for the week or upcoming game, or forgetting to check which players are available for the upcoming game(s).
- the system may send out a reminder to all contestants at a certain time to remind contestants to review or modify their player rosters.
- the server 1100 may also post notification directly to the fantasy web site or a social media site. These notifications may be available to other contestants in the league or made private so only the contestant can view notifications form the server.
- the notification feature of the current system helps solve the problem of existing fantasy leagues that only post notifications on the fantasy website. Using the embodiments disclosed herein, users can receive notifications without logging onto the fantasy web site in order to help contestants field a full team every game.
- the server 1100 also may be used to calculate the standings every day or week based on total points for all leagues, divisions, and teams.
- the server may perform other functions for the system, including managing the fantasy league, managing the leader board or standings, and determining prizes or awards to participating members of the league.
- the server may manage the league by automatically limiting the use of any fantasy player playing against the selected favorite team from the base league during the fantasy sports league.
- each league or division of the league may have a manager that may log onto the server 1100 through the Internet to manage and run the fantasy league by setting rules, point values, monitoring trades, and communicating to other contestants in the league.
- the server is connected to the Internet 1106 .
- contestant computers 1108 can access the web site on the server.
- Mobile or remote devices 1110 such as cell phones, smart phones, tablets, and other computer devices, can access and receive information from the server 1100 through the Internet as well.
- Contestants may be able to receive notifications directly from the server 1100 or back-end computer 1102 on their mobile device (text, email, voice call) or information may be received through the contestant's computer 1108 . Contestants that log into the server 1100 may then run their team and communicate with other contestants or administrators.
- a plurality of mobile or remote devices may be connected to the server over the Internet 1106 or any other network.
- the plurality of remote devices will have graphical user interface on the display screen to select a fantasy team of fantasy players, and make roster moves, if available.
- All selections and information provided from the remote devices made through the interface may be stored in the database or other non-transitory computer readable medium associated with the server. Accordingly, what has been described is a method and system for a fantasy sports league or contest.
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Description
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US17/699,109 US20220203247A1 (en) | 2017-03-14 | 2022-03-19 | System And Method for Managing Fantasy Sports Teams and Leagues |
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US11198068B2 (en) | 2019-02-18 | 2021-12-14 | eFantasy Sports LLC | Method of conducting a fantasy sports game |
CA3127208A1 (en) * | 2020-08-04 | 2022-02-04 | Neil Adams | System and methods of tracking game events |
US20230022684A1 (en) * | 2021-07-14 | 2023-01-26 | Dane & Dingo Llc | Fantasy sports games |
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US20200330882A1 (en) | 2020-10-22 |
US20180280811A1 (en) | 2018-10-04 |
US20220203247A1 (en) | 2022-06-30 |
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